Manor Lords early access review - beautiful foundations but missing important pieces

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Manor Lords early access review - beautiful foundations but missing important pieces
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  • 📰 eurogamer
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Bertie is a synonym for Eurogamer. Writes, podcasts, looks after the Supporter Programme. Talks a lot.

There's a confidence to Manor Lords that belies its one-person development, and what's there can be spellbinding, but it's a pastoral idyll that still needs significant development.

The game begins with you taking control of settlers living in tents and building a village from there, and it plays out on a very small scale. You control a few families who will need to collectively share the basic duties of day-to-day survival, of gathering food, chopping down trees for construction and firewood, and building homes. What you can do depends on the buildings you have, and how quickly you do those things depends on if you have people working specifically in those buildings.

Trading, though, is crucial for earning one of the game's two types of currency - a kind of wealth relative to the goods you produce. It's this you'll use to pay for almost everything in the game - upgrades, most importantly - but it's a slow process acquiring it. It's an interesting idea because, like other things in the game, it speaks to a sort of trading we no longer use in the world.

You recruit an army two ways. You can raise from your population militia to fight for you, providing you have enough people to recruit from and enough equipment to fit them out with - swords and shields, spears and shields, polearms, bows, etc. There are varying types of units. But again, because populations grow slowly and because weapons are complex things to make, raising your own militia will be out of your reach for a while.

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eurogamer /  🏆 68. in UK

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